Computer Graphics. - Introduction to Ray Tracing - Philipp Slusallek

Size: px
Start display at page:

Download "Computer Graphics. - Introduction to Ray Tracing - Philipp Slusallek"

Transcription

1 Computer Graphics - Introduction to Ray Tracing - Philipp Slusallek

2 Rendering Algorithms Rendering Definition: Given a 3D scene as input and a camera, generate a 2D image as a view from the camera of the 3D scene Algorithms Ray Tracing Declarative scene description Physically-based simulation of light transport Rasterization Traditional procedural/imperative drawing of a scene content

3 Scene Surface Geometry 3D geometry of objects in a scene Geometric primitives triangles, polygons, spheres, Surface Appearance Color, texture, absorption, reflection, refraction, subsurface scattering Mirror, glass, glossy, diffuse, Illumination Position and emission characteristics of light sources Note: Light is reflected off of surfaces! Secondary/indirect/global illumination Assumption: air/empty space is totally transparent Simplification that excludes scattering effects in participating media volumes Later also volume objects, e.g. smoke, solid object (CT scan), Camera View point, viewing direction, field of view, resolution,

4 OVERVIEW OF RAY-TRACING

5 Ray Tracing Can Produce Realistic Images By simulating light transport

6 Light Transport (1)

7 Light Transport (2) Light Distribution in a Scene Dynamic equilibrium Forward Light Transport Shoot photons from the light sources into scene Reflect at surfaces and record when a detector is hit Photons that hit the camera produce the final image Most photons will not reach the camera Particle Tracing Backward Light Transport Start at the detector (camera) Trace only paths that might transport light towards it May try to connect to occluded light sources Ray Tracing

8 Ray Tracing Is Fundamental rendering algorithm Automatic, simple and intuitive Easy to understand and implement Delivers correct images by default Powerful and efficient Many optical global effects Perspective Machine, Albrecht Dürer Shadows, reflections, refractions, Efficient real-time implementation in SW and HW Can work in parallel and distributed environments Logarithmic scalability with scene size: O(log n) vs. O(n) Output sensitive and demand driven Concept of light rays is not new Empedocles ( BC), Renaissance (Dürer, 1525), Uses in lens design, geometric optics,

9 Fundamental Ray Tracing Steps Generation of primary rays Rays from viewpoint along viewing directions into 3D scene (At least) one ray per picture element (pixel) Ray casting Traversal of spatial index structures Ray-primitive intersection Shading the hit point Determine pixel color Energy (color) travelling along primary ray Needed Local material color, object texture and reflection properties Local illumination at intersection point Compute through recursive tracing of rays Can be hard to determine correctly

10 Ray Tracing Pipeline (1) Ray Generation Ray Traversal Intersection Shading Pixel Color

11 Ray Tracing Pipeline (2) Ray Generation Ray Traversal Intersection Shading Pixel Color

12 Ray Tracing Pipeline (3) Ray Generation Ray Traversal Intersection Shading Pixel Color

13 Ray Tracing Pipeline (4) Ray Generation Ray Traversal Intersection Shading Pixel Color

14 Ray Tracing Pipeline (5) Ray Generation Ray Traversal Intersection Shading Pixel Color

15 Ray Tracing Pipeline (6) Ray Generation Ray Traversal Intersection Shading Pixel Color

16 Ray Tracing Pipeline (7) Ray Generation Ray Traversal Intersection Shading Pixel Color

17 Recursive Ray Tracing reflected ray primary ray pixel light source shadow rays refracted ray image plane Searching recursively for paths to light sources Interaction of light & material at intersections Recursively trace new rays in reflection, refraction, and light direction Reflected Eye Cube Refracted viewpoint Sphere Cylinder

18 Ray Tracing Algorithm Trace(ray) Search the next intersection point (hit, material) Return Shade(ray, hit, material) Shade(ray, hit, material) For each light source if ShadowTrace(ray to light source, distance to light) Calculate reflected radiance (i.e. Phong) Adding to the reflected radiance If mirroring material Calculate radiance in reflected direction: Trace(R(ray, hit)) Adding mirroring part to the reflected radiance Same for transmission Return reflected radiance ShadowTrace(ray, dist) Return false, if intersection with distance < dist has been found Can be changed to handle transparent objects as well But not with refraction

19 Shading Intersection point determines primary ray s color Diffuse object: color at intersection point No variation with viewing angle: diffuse (Lambertian) Perfect reflection/refraction (mirror, glass) Only one outgoing direction Trace one secondary ray Non-Lambertian Reflectance Appearance depends on illumination and viewing direction Local Bi-directional Reflectance Distribution Function (BRDF) Illumination Point/directional light sources Area light sources Approximate with multiple samples / shadow rays Indirect illumination See Realistic Image Synthesis (RIS) course in next semester More details later

20 Common Approximations Usually RGB color model instead of full spectrum Finite # of point lights instead of full indirect light Approximate material reflectance properties Ambient: constant, non-directional background light Diffuse: light reflected uniformly in all directions Specular: perfect reflection, refraction Reflection models are often empirical

21 Ray Tracing Features Incorporates into a single framework Hidden surface removal Front to back traversal Early termination once first hit point is found Shadow computation Shadow rays/ shadow feelers are traced between a point on a surface and a light sources Exact simulation of some light paths Reflection (reflected rays at a mirror surface) Refraction (refracted rays at a transparent surface, Snell s law) Limitations Many reflections (exponential increase in number of rays) Indirect illumination requires many rays to sample all incoming directions Easily gets inefficient for full global illumination computations Solved with Path Tracing ( later)

22 Ray Tracing Can Produce Realistic Images By simulating light transport

23 What is Possible? Models Physics of Global Light Transport Dependable, physically-correct visualization

24 VW Visualization Center

25 Realistic Visualization: CAD

26 Realistic Visualization: VR/AR

27 Lighting Simulation

28 What is Possible? Huge Models Logarithmic scaling in scene size 12.5 Million Triangles ~1 Billion Triangles

29 Outdoor Environments 90 x 10^12 (trillion) triangles

30 Boeing 777 Boeing 777: ~350 million individual polygons, ~30 GB on disk

31 Volume Visualization Iso-surface rendering

32 Games?

33 Ray Tracing in CG In the Past Only used as an off-line technique Was computationally far too demanding (minutes to hours per frame) Believed to not be suitable for a HW implementation More Recently Interactive ray tracing on supercomputers [Parker, U. Utah 98] Interactive ray tracing on PCs [Wald 01] Distributed Real-time ray tracing on PC clusters [Wald 01] RPU: First full HW implementation [Siggraph 2005] Commercial tools: Embree/OSPRey (Intel/CPU), OptiX (Nvidia/GPU) Complete film industry has switched to ray tracing (Monte-Carlo) Own conference Symposium on Interactive RT, now High-Performance Graphics (HPG) Ray tracing systems Research: PBRT (offline, physically-based, based on book, OSS), Mitsuba renderer (EPFL), imbatracer (SB), Commercial: V-Ray (Chaos Group), Corona (Render Legion), VRED (Autodesk), MentalRay/iRay (MI),

34 Ray Casting Outside CG Tracing/Casting a ray Type of query Is there a primitive along a ray How far is the closest primitive Other uses than rendering Volume computation Sound waves tracing Collision detection

35 RAY-PRIMITIVE INTERSECTIONS

36 Basic Math - Ray Ray parameterization r t = o + t d, t R; o, d R 3 : origin and direction Ray All points on the graph of r t, with t R 0+ t=3 o d t=1 t=2

37 Pinhole Camera Model // For given image resolution {resx, resy} // Loop over pixel raster coordinates [0, res-1] for(prcx = 0; prcx < resx; prcx++) for(prcy = 0; prcy < resy; prcy++) { // Normalized device coordinates [0, 1] ndcx = (prcx + 0.5) / resx; ndcy = (prcy + 0.5) / resy; // Screen space coordinates [-1, 1] sscx = ndcx * 2-1; sscy = ndcy * 2-1; // Generate direction through pixel center d = f + sscx x + sscy y; d = d / d ; // May normalize here // Trace ray and assign color to pixel color = trace_ray(o, d); write_pixel(prcx, prcy, color); d } Image plane y x spanning vectors u up-vector f focal vector o origin, POV

38 Basic Math - Sphere Sphere S c R 3, r R: center and radius p R 3 : p S p c p c r 2 = 0 The distance between the points on the sphere and its center equals the radius p 1 p 1 - c c p 2 - c p 2

39 Ray-Sphere Intersection Given Ray: r t = o + t d, t R; o, d R 3 Sphere: c R 3, r R: p R 3 : p S p c p c r 2 = 0 Find closest intersection point Algebraic approach: substitute ray equation p c p c r 2 = 0 with p = o + t d t 2 d d + 2t d o c + o c ( o c) r 2 = 0 Solve for t

40 Ray-Sphere Intersection (2) Given Ray: r t = o + t d, t R; o, d R 3 Sphere: c R 3, r R: p R 3 : p S p c p c r 2 = 0 Find closest intersection point Geometric approach Ray and center span a plane Solve in 2D Compute b o, b c OBC = 90 Intersection(s) if b c r r c Be aware of floating point issues if o is far from sphere o d o - c

41 Basic Math - Plane Plane P n, a R 3 : normal and point in P p R 3 : p P p a n = 0 The difference vector between any two points on the plane is either 0 or orthogonal to the plane s normal n a p 1 - a p 2 p 2 - a n p 1 a

42 Ray-Plane Intersection Given Ray: r t = o + t d, t R; o, d R 3 Plane: n, a R 3 : normal and point in P Compute intersection point Plane equation: p P p a n = 0 p n D = 0, with D = a n Substitute ray parameterization: ( o + t d) n D = 0 Solve for t 0,1 or infinitely many solutions

43 Ray-Disc Intersection Intersect ray with plane Discard intersection if p a > r

44 Basic Math - Triangle Triangle T a, b, c R 3 : vertices Affine combinations of a, b, c points in the plane Non-negative coefficients that sum up to 1 points in the triangle p R 3 : p T λ 1,2,3 R 0+, λ 1 + λ 2 + λ 3 = 1 and p = λ 1 a + λ 2 b + λ 3 c c Barycentric coordinates λ 1,2,3 λ 1 = S pbc /S abc S: signed area of triangles λ 2 λ 3 p λ 1 a b

45 Barycentric Coordinates Triangle T a, b, c R 3 : vertices λ 1,2,3 : barycentric coordinates λ 1 + λ 2 + λ 3 = 1 λ 1 = S pbc /S abc, etc. c (0, 0, 1) λ 3 = 1 2 ( 1 2, 0, 1 2 ) (0, 1 2, 1 2 ) λ 3 = 1 3 ( 1 3,1 3,1 3 ) a (1,0,0) (0, 1, 0) ( 1, 1, 0) b 2 2

46 Triangle Intersection: Plane-Based Compute intersection with triangle plane Compute barycentric coordinates Signed areas of subtriangles Can be done in 2D, after projection onto major plane, depending on largest normal vector component Test for positive BCs z o n d y x

47 Triangle Intersection Edge-Based (1) 3D linear function across triangle (3D edge functions) Ray: o + t d, t R; o, d R 3 Triangle: a, b, c R 3 c a b o d

48 Triangle Intersection Edge-Based (2) 3D linear function across triangle (3D edge functions) Ray: o + t d, t R; o, d R 3 Triangle: a, b, c R 3 n ab = b o (a o) n ab is the signed area of OAB (2 times) c n ab a b o d

49 Triangle Intersection Edge-Based (3) 3D linear function across triangle (3D edge functions) Ray: o + t d, t R; o, d R 3 Triangle: a, b, c R 3 n ab = b o (a o) n ab is the signed area of OAB (2 times) λ 3 (t) = n ab t d Volume of OABP (6 times) For t = t hit n ab p c a b o d

50 Triangle Intersection Edge-Based (4) 3D linear function across triangle (3D edge functions) Ray: o + t d, t R; o, d R 3 Triangle: a, b, c R 3 n ab = b o (a o) n ab is the signed area of OAB (2 times) λ 3 (t) = n ab t d Volume of OABP (6 times) For t = t hit λ 1,2 (t) = n bc,ac t d Normalize λ i = λ i (t) λ 1 (t)+λ 2 (t)+λ 3 (t), i = 1,2,3 Length of t d cancels out o n ab d a p c b

51 Triangle Intersection Edge-Based (5) 3D linear function across triangle (3D edge functions) Ray: o + t d, t R; o, d R 3 Triangle: a, b, c R 3 n ab = b o (a o) n ab is the signed area of OAB (2 times) λ 3 (t) = n ab t d Volume of OABP (6 times) For t = t hit λ 1,2 (t) = n bc,ac t d Normalize λ i = λ i (t) λ 1 (t)+λ 2 (t)+λ 3 (t), i = 1,2,3 n ab a p c b For positive BCs Compute p = λ 1 a + λ 2 b + λ 3 c o d

52 Quadrics Implicit f(x, y, z) = v Ray equation x = xo + t xd y = yo + t yd z = zo + t zd Solve for t Assignment

53 Axis Aligned Bounding Box Given Ray: o + t d, t R; o, d R 3 Axis aligned bounding box (AABB): p min, p max R 3 Bounded Volume p max p min

54 Ray-Box Intersection Given Ray: o + t d, t R; o, d R 3 Axis aligned bounding box (AABB): p min, p max R 3 Slabs test for ray-box intersection Ray enters the box in all dimensions before exiting in any max({t i near i = x, y, z}) < min({t i far i = x, y, z}) t x near o Bounded Volume t y near (smaller) t x far (larger) t x near o Bounded Volume t x far (smaller) t y near (larger) t y far t y far

55 History of Intersection Algorithms Ray-geometry intersection algorithms Polygons: [Appel 68] Quadrics, CSG: [Goldstein & Nagel 71] Recursive Ray Tracing: [Whitted 79] Tori: [Roth 82] Bicubic patches: [Whitted 80, Kajiya 82] Algebraic surfaces: [Hanrahan 82] Swept surfaces: [Kajiya 83, van Wijk 84] Fractals: [Kajiya 83] Deformations: [Barr 86] NURBS: [Stürzlinger 98] Subdivision surfaces: [Kobbelt et al 98]

56 Precision Problems Cause of surface acne

Computer Graphics. - Ray Tracing I - Marcus Magnor Philipp Slusallek. Computer Graphics WS05/06 Ray Tracing I

Computer Graphics. - Ray Tracing I - Marcus Magnor Philipp Slusallek. Computer Graphics WS05/06 Ray Tracing I Computer Graphics - Ray Tracing I - Marcus Magnor Philipp Slusallek Overview Last Lecture Introduction Today Ray tracing I Background Basic ray tracing What is possible? Recursive ray tracing algorithm

More information

CS348B Lecture 2 Pat Hanrahan, Spring Greeks: Do light rays proceed from the eye to the light, or from the light to the eye?

CS348B Lecture 2 Pat Hanrahan, Spring Greeks: Do light rays proceed from the eye to the light, or from the light to the eye? Page 1 Ray Tracing Today Basic algorithms Overview of pbrt Ray-surface intersection for single surface Next lecture Acceleration techniques for ray tracing large numbers of geometric primitives Classic

More information

Intro to Ray-Tracing & Ray-Surface Acceleration

Intro to Ray-Tracing & Ray-Surface Acceleration Lecture 12 & 13: Intro to Ray-Tracing & Ray-Surface Acceleration Computer Graphics and Imaging UC Berkeley Course Roadmap Rasterization Pipeline Core Concepts Sampling Antialiasing Transforms Geometric

More information

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Topic 11: Photographs Texture Mapping Motivation Sources of texture Texture coordinates

More information

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura Computer Graphics Lecture 13 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local

More information

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects Basic Ray Tracing Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as

More information

CS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017

CS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017 CS354 Computer Graphics Ray Tracing Qixing Huang Januray 24th 2017 Graphics Pipeline Elements of rendering Object Light Material Camera Geometric optics Modern theories of light treat it as both a wave

More information

Computer Graphics Ray Casting. Matthias Teschner

Computer Graphics Ray Casting. Matthias Teschner Computer Graphics Ray Casting Matthias Teschner Outline Context Implicit surfaces Parametric surfaces Combined objects Triangles Axis-aligned boxes Iso-surfaces in grids Summary University of Freiburg

More information

Photorealism: Ray Tracing

Photorealism: Ray Tracing Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any

More information

CPSC GLOBAL ILLUMINATION

CPSC GLOBAL ILLUMINATION CPSC 314 21 GLOBAL ILLUMINATION Textbook: 20 UGRAD.CS.UBC.CA/~CS314 Mikhail Bessmeltsev ILLUMINATION MODELS/ALGORITHMS Local illumination - Fast Ignore real physics, approximate the look Interaction of

More information

Computer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15

Computer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15 Computer Graphics Lecture 10 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local

More information

CS580: Ray Tracing. Sung-Eui Yoon ( 윤성의 ) Course URL:

CS580: Ray Tracing. Sung-Eui Yoon ( 윤성의 ) Course URL: CS580: Ray Tracing Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/gcg/ Recursive Ray Casting Gained popularity in when Turner Whitted (1980) recognized that recursive ray casting could

More information

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI) Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Raytracing Global illumination-based rendering method Simulates

More information

Global Illumination The Game of Light Transport. Jian Huang

Global Illumination The Game of Light Transport. Jian Huang Global Illumination The Game of Light Transport Jian Huang Looking Back Ray-tracing and radiosity both computes global illumination Is there a more general methodology? It s a game of light transport.

More information

Sung-Eui Yoon ( 윤성의 )

Sung-Eui Yoon ( 윤성의 ) CS380: Computer Graphics Ray Tracing Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/cg/ Class Objectives Understand overall algorithm of recursive ray tracing Ray generations Intersection

More information

Supplement to Lecture 16

Supplement to Lecture 16 Supplement to Lecture 16 Global Illumination: View Dependent CS 354 Computer Graphics http://www.cs.utexas.edu/~bajaj/ Notes and figures from Ed Angel: Interactive Computer Graphics, 6 th Ed., 2012 Addison

More information

Illumination Algorithms

Illumination Algorithms Global Illumination Illumination Algorithms Digital Lighting and Rendering CGT 340 The goal of global illumination is to model all possible paths of light to the camera. Global Illumination Global illumination

More information

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction

More information

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University Global Illumination CS334 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g., a bulb)

More information

Review for Ray-tracing Algorithm and Hardware

Review for Ray-tracing Algorithm and Hardware Review for Ray-tracing Algorithm and Hardware Reporter: 邱敬捷博士候選人 Lan-Da Van ( 范倫達 ), Ph. D. Department of Computer Science National Chiao Tung University Taiwan, R.O.C. Summer, 2017 1 2017/7/26 Outline

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs

More information

Ray Tracing. Kjetil Babington

Ray Tracing. Kjetil Babington Ray Tracing Kjetil Babington 21.10.2011 1 Introduction What is Ray Tracing? Act of tracing a ray through some scene Not necessarily for rendering Rendering with Ray Tracing Ray Tracing is a global illumination

More information

The Rendering Equation. Computer Graphics CMU /15-662

The Rendering Equation. Computer Graphics CMU /15-662 The Rendering Equation Computer Graphics CMU 15-462/15-662 Review: What is radiance? Radiance at point p in direction N is radiant energy ( #hits ) per unit time, per solid angle, per unit area perpendicular

More information

Chapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.

Chapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11. Chapter 11 Global Illumination Part 1 Ray Tracing Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.3 CG(U), Chap.11 Part 1:Ray Tracing 1 Can pipeline graphics renders images

More information

So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources.

So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. 11 11.1 Basics So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. Global models include incident light that arrives

More information

782 Schedule & Notes

782 Schedule & Notes 782 Schedule & Notes Tentative schedule - subject to change at a moment s notice. This is only a guide and not meant to be a strict schedule of how fast the material will be taught. The order of material

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray

More information

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University A Brief Overview of Global Illumination Thomas Larsson, Afshin Ameri Mälardalen University 1 What is Global illumination? Global illumination is a general name for realistic rendering algorithms Global

More information

Introduction to Visualization and Computer Graphics

Introduction to Visualization and Computer Graphics Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective

More information

Introduction Ray tracing basics Advanced topics (shading) Advanced topics (geometry) Graphics 2010/2011, 4th quarter. Lecture 11: Ray tracing

Introduction Ray tracing basics Advanced topics (shading) Advanced topics (geometry) Graphics 2010/2011, 4th quarter. Lecture 11: Ray tracing Lecture 11 Ray tracing Introduction Projection vs. ray tracing Projection Ray tracing Rendering Projection vs. ray tracing Projection Ray tracing Basic methods for image generation Major areas of computer

More information

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller Global Illumination CMPT 361 Introduction to Computer Graphics Torsten Möller Reading Foley, van Dam (better): Chapter 16.7-13 Angel: Chapter 5.11, 11.1-11.5 2 Limitation of local illumination A concrete

More information

Ray Tracing. Brian Curless CSEP 557 Fall 2016

Ray Tracing. Brian Curless CSEP 557 Fall 2016 Ray Tracing Brian Curless CSEP 557 Fall 2016 1 Reading Required: Shirley, section 10.1-10.7 (online handout) Triangle intersection (online handout) Further reading: Shirley errata on syllabus page, needed

More information

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference

More information

Lecture 10: Ray tracing

Lecture 10: Ray tracing Interactive Computer Graphics Lecture 10: Ray tracing Graphics Lecture 10: Slide 1 Some slides adopted from H. Pfister, Harvard Graphics Lecture 10: Slide 2 Direct and Global Illumination Direct illumination:

More information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 15 RAY TRACING 1 Announcements Programming Assignment 3 out today - overview @ end of the class Ray Tracing 2 Lecture Overview Review of last class Ray Tracing 3 Local

More information

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1 MIT 6.837 Monte-Carlo Ray Tracing MIT EECS 6.837, Cutler and Durand 1 Schedule Review Session: Tuesday November 18 th, 7:30 pm bring lots of questions! Quiz 2: Thursday November 20 th, in class (one weeks

More information

The Rendering Equation & Monte Carlo Ray Tracing

The Rendering Equation & Monte Carlo Ray Tracing Last Time? Local Illumination & Monte Carlo Ray Tracing BRDF Ideal Diffuse Reflectance Ideal Specular Reflectance The Phong Model Radiosity Equation/Matrix Calculating the Form Factors Aj Ai Reading for

More information

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ] CSCI 420 Computer Graphics Lecture 15 Ray Tracing Ray Casting Shadow Rays Reflection and Transmission [Ch. 13.2-13.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations

More information

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker CMSC427 Shading Intro Credit: slides from Dr. Zwicker 2 Today Shading Introduction Radiometry & BRDFs Local shading models Light sources Shading strategies Shading Compute interaction of light with surfaces

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Angel Ch. 11] 1 Global Illumination

More information

SUMMARY. CS380: Introduction to Computer Graphics Ray tracing Chapter 20. Min H. Kim KAIST School of Computing 18/05/29. Modeling

SUMMARY. CS380: Introduction to Computer Graphics Ray tracing Chapter 20. Min H. Kim KAIST School of Computing 18/05/29. Modeling CS380: Introduction to Computer Graphics Ray tracing Chapter 20 Min H. Kim KAIST School of Computing Modeling SUMMARY 2 1 Types of coordinate function Explicit function: Line example: Implicit function:

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2015 - Lecture 10: Ground Truth Welcome! Today s Agenda: Limitations of Whitted-style Ray Tracing Monte Carlo Path Tracing INFOGR Lecture 10 Ground Truth

More information

Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015

Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015 Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015 What is rendering? Generating an image from a 3D scene model Ingredients Representation of 3D geometry Specification for camera & lights

More information

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

rendering equation computer graphics rendering equation 2009 fabio pellacini 1 rendering equation computer graphics rendering equation 2009 fabio pellacini 1 physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer

More information

Lighting and Shading

Lighting and Shading Lighting and Shading Today: Local Illumination Solving the rendering equation is too expensive First do local illumination Then hack in reflections and shadows Local Shading: Notation light intensity in,

More information

Recursion and Data Structures in Computer Graphics. Ray Tracing

Recursion and Data Structures in Computer Graphics. Ray Tracing Recursion and Data Structures in Computer Graphics Ray Tracing 1 Forward Ray Tracing imagine that you take a picture of a room using a camera exactly what is the camera sensing? light reflected from the

More information

Motivation. Sampling and Reconstruction of Visual Appearance. Effects needed for Realism. Ray Tracing. Outline

Motivation. Sampling and Reconstruction of Visual Appearance. Effects needed for Realism. Ray Tracing. Outline Sampling and Reconstruction of Visual Appearance CSE 274 [Fall 2018], Special Lecture Ray Tracing Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Ray Tracing is a core aspect of both offline

More information

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading CENG 477 Introduction to Computer Graphics Ray Tracing: Shading Last Week Until now we learned: How to create the primary rays from the given camera and image plane parameters How to intersect these rays

More information

6. Illumination, Lighting

6. Illumination, Lighting Jorg s Graphics Lecture Notes 6. Illumination, Lighting 1 6. Illumination, Lighting No ray tracing in OpenGL! ray tracing: direct paths COP interreflection: soft shadows, color bleeding. umbra, penumbra,

More information

COMPUTER GRAPHICS AND INTERACTION

COMPUTER GRAPHICS AND INTERACTION DH2323 DGI17 COMPUTER GRAPHICS AND INTERACTION INTRODUCTION TO RAYTRACING Christopher Peters CST, KTH Royal Institute of Technology, Sweden chpeters@kth.se http://kth.academia.edu/christopheredwardpeters

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

Global Illumination. COMP 575/770 Spring 2013

Global Illumination. COMP 575/770 Spring 2013 Global Illumination COMP 575/770 Spring 2013 Final Exam and Projects COMP 575 Final Exam Friday, May 3 4:00 pm COMP 770 (and 575 extra credit) Projects Final report due by end of day, May 1 Presentations:

More information

Introduction to Ray-tracing Objectives

Introduction to Ray-tracing Objectives Introduction to Ray-tracing Objectives Define ray-tracing as a means of rendering Ray-tracing for spheres Combining with shading model An algorithm framework 2 1 Light vs. Rendering 3 (Local) Ray-tracing

More information

Ray-Tracing. Misha Kazhdan

Ray-Tracing. Misha Kazhdan Ray-Tracing Misha Kazhdan Ray-Tracing In graphics, we often represent the surface of a 3D shape by a set of triangles. Goal: Ray-Tracing Take a collection of triangles representing a 3D scene and render

More information

CS 428: Fall Introduction to. Raytracing. Andrew Nealen, Rutgers, /18/2009 1

CS 428: Fall Introduction to. Raytracing. Andrew Nealen, Rutgers, /18/2009 1 CS 428: Fall 2009 Introduction to Computer Graphics Raytracing 11/18/2009 1 Forward ray tracing From the light sources Simulate light transport one ray at a time Rays start from lights + bounce around

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Final Projects Proposals due Thursday 4/8 Proposed project summary At least 3 related papers (read & summarized) Description of series of test cases Timeline & initial task assignment The Traditional Graphics

More information

Raytracing & Epsilon. Today. Last Time? Forward Ray Tracing. Does Ray Tracing Simulate Physics? Local Illumination

Raytracing & Epsilon. Today. Last Time? Forward Ray Tracing. Does Ray Tracing Simulate Physics? Local Illumination Raytracing & Epsilon intersects light @ t = 25.2 intersects sphere1 @ t = -0.01 & Monte Carlo Ray Tracing intersects sphere1 @ t = 10.6 Solution: advance the ray start position epsilon distance along the

More information

Interactive Methods in Scientific Visualization

Interactive Methods in Scientific Visualization Interactive Methods in Scientific Visualization GPU Volume Raycasting Christof Rezk-Salama University of Siegen, Germany Volume Rendering in a Nutshell Image Plane Eye Data Set Back-to-front iteration

More information

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students)

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) Saturday, January 13 th, 2018, 08:30-12:30 Examiner Ulf Assarsson, tel. 031-772 1775 Permitted Technical Aids None, except

More information

Ray tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1

Ray tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1 Ray tracing Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 3/19/07 1 From last time Hidden surface removal Painter s algorithm Clipping algorithms Area subdivision BSP trees Z-Buffer

More information

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity Schedule Review Session: Tuesday November 18 th, 7:30 pm, Room 2-136 bring lots of questions! MIT 6.837 Monte-Carlo Ray Tracing Quiz 2: Thursday November 20 th, in class (one weeks from today) MIT EECS

More information

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] 1 Global Illumination

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 480 Computer Graphics Lecture 18 Global Illumination BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] March 28, 2012 Jernej Barbic University of Southern California

More information

Raytracing. COSC 4328/5327 Scott A. King

Raytracing. COSC 4328/5327 Scott A. King Raytracing COSC 4328/5327 Scott A. King Basic Ray Casting Method pixels in screen Shoot ray p from the eye through the pixel. Find closest ray-object intersection. Get color at intersection Basic Ray Casting

More information

Raytracing CS148 AS3. Due :59pm PDT

Raytracing CS148 AS3. Due :59pm PDT Raytracing CS148 AS3 Due 2010-07-25 11:59pm PDT We start our exploration of Rendering - the process of converting a high-level object-based description of scene into an image. We will do this by building

More information

Geometric optics. The University of Texas at Austin CS384G Computer Graphics Don Fussell

Geometric optics. The University of Texas at Austin CS384G Computer Graphics Don Fussell Ray Tracing Geometric optics Modern theories of light treat it as both a wave and a particle. We will take a combined and somewhat simpler view of light the view of geometric optics. Here are the rules

More information

Lecture 11: Ray tracing (cont.)

Lecture 11: Ray tracing (cont.) Interactive Computer Graphics Ray tracing - Summary Lecture 11: Ray tracing (cont.) Graphics Lecture 10: Slide 1 Some slides adopted from H. Pfister, Harvard Graphics Lecture 10: Slide 2 Ray tracing -

More information

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Recollection Models Pixels Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Can be computed in different stages 1 So far we came to Geometry model 3 Surface

More information

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1) Computer Graphics Lecture 14 Bump-mapping, Global Illumination (1) Today - Bump mapping - Displacement mapping - Global Illumination Radiosity Bump Mapping - A method to increase the realism of 3D objects

More information

Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007

Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Programming For this assignment you will write a simple ray tracer. It will be written in C++ without

More information

Shading. Brian Curless CSE 557 Autumn 2017

Shading. Brian Curless CSE 557 Autumn 2017 Shading Brian Curless CSE 557 Autumn 2017 1 Reading Optional: Angel and Shreiner: chapter 5. Marschner and Shirley: chapter 10, chapter 17. Further reading: OpenGL red book, chapter 5. 2 Basic 3D graphics

More information

RAYTRACING. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION. HPCViz, KTH Royal Institute of Technology, Sweden

RAYTRACING. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION. HPCViz, KTH Royal Institute of Technology, Sweden DH2323 DGI15 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION RAYTRACING HPCViz, KTH Royal Institute of Technology, Sweden http://kth.academia.edu/christopheredwardpeters Based on DGI12 notes by Carl

More information

Monte Carlo Ray-tracing and Rendering

Monte Carlo Ray-tracing and Rendering ITN, Norrko ping February 3, 2012 Monte Carlo Ray-tracing and Rendering P ROJECT IN A DVANCED G LOBAL I LLUMINATION AND R ENDERING TNCG15 Authors: Henrik Ba cklund Niklas Neijman Contact: henba892@student.liu.se

More information

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall Other Rendering Techniques 1 Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity 2 Intro Some more Raytracing Light maps Photon-map Reyes Shadow maps Sahdow volumes PRT BSSRF

More information

Luxo Jr. (Pixar, 1986) Last Time. Real Cameras and Ray Tracing. Standard Rasterization. Lights, Cameras, Surfaces. Now Playing:

Luxo Jr. (Pixar, 1986) Last Time. Real Cameras and Ray Tracing. Standard Rasterization. Lights, Cameras, Surfaces. Now Playing: Now Playing: Luxo Jr. (Pixar, 1986) Giant Steps From Giant Steps Recorded May 4-5, 1959 John Coltrane - Tenor Sax Tommy Flanagan - Piano Paul Chambers - Bass Art Taylor - Drums Real Cameras and Ray Tracing

More information

Questions??? Announcements Assignment 3 due today

Questions??? Announcements Assignment 3 due today Announcements Assignment 3 due today Questions??? Remember that you have late days (if you haven t used them yet ) Problem set 3 out at the end of the day Movie for Assignment 2 at the end of class 1 Ray

More information

Ray Tracing. CS334 Fall Daniel G. Aliaga Department of Computer Science Purdue University

Ray Tracing. CS334 Fall Daniel G. Aliaga Department of Computer Science Purdue University Ray Tracing CS334 Fall 2013 Daniel G. Aliaga Department of Computer Science Purdue University Ray Casting and Ray Tracing Ray Casting Arthur Appel, started around 1968 Ray Tracing Turner Whitted, started

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Lecture 11. More Ray Casting/Tracing

Lecture 11. More Ray Casting/Tracing Lecture 11 More Ray Casting/Tracing Basic Algorithm For each pixel { } Shoot a ray from camera to pixel for all objects in scene Compute intersection with ray Find object with closest intersection Display

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2016 - Lecture 10: Shading Models Welcome! Today s Agenda: Introduction Light Transport Materials Sensors Shading INFOGR Lecture 10 Shading Models 3 Introduction

More information

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination Global Illumination Why Global Illumination Last lecture Basic rendering concepts Primitive-based rendering Today: Global illumination Ray Tracing, and Radiosity (Light-based rendering) What s Global Illumination

More information

Effects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012)

Effects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012) Foundations of omputer Graphics (Spring 202) S 84, Lecture 5: Ray Tracing http://inst.eecs.berkeley.edu/~cs84 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water,

More information

Computer Graphics. Si Lu. Fall uter_graphics.htm 11/22/2017

Computer Graphics. Si Lu. Fall uter_graphics.htm 11/22/2017 Computer Graphics Si Lu Fall 2017 http://web.cecs.pdx.edu/~lusi/cs447/cs447_547_comp uter_graphics.htm 11/22/2017 Last time o Splines 2 Today o Raytracing o Final Exam: 14:00-15:30, Novermber 29, 2017

More information

A Little Background. Motivation. Motivation

A Little Background. Motivation. Motivation A Little Background Ray casting Process of shooting rays into scene to get pixel colors Nonrecursive, i.e., no interreflections Origin: Arthur Appel, 1968 (earlier work by others for nonrendering) Ray

More information

Ray Tracing COMP575/COMP770

Ray Tracing COMP575/COMP770 Ray Tracing COMP575/COMP770 1 Ray tracing idea 2 Ray Tracing: Example (from [Whitted80]) Ray Tracing: Example Ray Tracing for Highly Realistic Images Volkswagen Beetle with correct shadows and (multi-)reflections

More information

03 RENDERING PART TWO

03 RENDERING PART TWO 03 RENDERING PART TWO WHAT WE HAVE SO FAR: GEOMETRY AFTER TRANSFORMATION AND SOME BASIC CLIPPING / CULLING TEXTURES AND MAPPING MATERIAL VISUALLY DISTINGUISHES 2 OBJECTS WITH IDENTICAL GEOMETRY FOR NOW,

More information

6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, :05-12pm Two hand-written sheet of notes (4 pages) allowed 1 SSD [ /17]

6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, :05-12pm Two hand-written sheet of notes (4 pages) allowed 1 SSD [ /17] 6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, 2011 9:05-12pm Two hand-written sheet of notes (4 pages) allowed NAME: 1 / 17 2 / 12 3 / 35 4 / 8 5 / 18 Total / 90 1 SSD [ /17]

More information

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016 The Rendering Equation Computer Graphics CMU 15-462/15-662, Fall 2016 Review: What is radiance? Radiance at point p in direction N is radiant energy ( #hits ) per unit time, per solid angle, per unit area

More information

I have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics

I have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics Announcements Assignment 4 will be out later today Problem Set 3 is due today or tomorrow by 9am in my mail box (4 th floor NSH) How are the machines working out? I have a meeting with Peter Lee and Bob

More information

Final Project: Real-Time Global Illumination with Radiance Regression Functions

Final Project: Real-Time Global Illumination with Radiance Regression Functions Volume xx (200y), Number z, pp. 1 5 Final Project: Real-Time Global Illumination with Radiance Regression Functions Fu-Jun Luan Abstract This is a report for machine learning final project, which combines

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Matthias Zwicker Universität Bern Herbst 2009 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation of physics Global

More information

CS 6620 Shading. Steve Parker Peter Shirley

CS 6620 Shading. Steve Parker Peter Shirley CS 6620 Shading Steve Parker Peter Shirley Shading models Lambert s cosine law Light reaching surface is proportional to projected area: cos θ Lambertian shading Comes from a rough surface (at microscopic

More information

COMP environment mapping Mar. 12, r = 2n(n v) v

COMP environment mapping Mar. 12, r = 2n(n v) v Rendering mirror surfaces The next texture mapping method assumes we have a mirror surface, or at least a reflectance function that contains a mirror component. Examples might be a car window or hood,

More information

Shading, Advanced Rendering. Week 7, Wed Feb 28

Shading, Advanced Rendering. Week 7, Wed Feb 28 University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner Shading, Advanced Rendering Week 7, Wed Feb 28 http://www.ugrad.cs.ubc.ca/~cs314/vjan2007 Reading for Today and Tomorrow

More information

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Korrigeringar: Intel P4 (200): ~42M transistorer Intel P4 EE (2004): 78M

More information

MIT Ray Tracing Ray Tracing

MIT Ray Tracing Ray Tracing MIT 6.83 - Ray Tracing Ray Tracing MIT EECS 6.83 Most slides are taken from Frédo Durand and Barb Cutler Some slides courtesy of Leonard McMillan 1 2 Ray Tracing Ray Tracing Ray Tracing kills two birds

More information

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10 Reading Required: Shirley, Chapter 10 Shading Brian Curless CSE 557 Fall 2014 1 2 Basic 3D graphics With affine matrices, we can now transform virtual 3D objects in their local coordinate systems into

More information